If you end up your combo with 112 1+3, you get a jump 2/3 (cross up) (depending on the character your fight against)... If they delay their wake up you follow up your empty jump by a standing 2 and hold up, and they're fucked by the mixup while they get up.
For the standing reset, 11 on hit gives you a guaranteed 2. For example: Whatever combo into level 3 scream, dash, jump 2, 11 and then you have your 2.